Clear the court of everything that is neither the puzzle nor the threat
"remove the mob boy - make the normal zombies rarer and not so close to the color gang". sendBoy refuses during a drill, guarded at the function rather than at the call sites — same shape as its existing G.interlude guard, so every present and future caller inherits it. He is one more body crossing the lanes you are reading colours down, and unlike everything else out there he is neither the puzzle nor the threat. Measured: 0 boy-frames in 90 seconds. Gore no longer gets mopped in this mode; the existing 40/30 caps are what bound it. The eaters are rarer — every 12s falling to 5s, capped at 3 on court. At the old rate they were a second crowd rather than an interruption, and a threat you break off to deal with only works if breaking off is occasional. 8 arrivals in 90s where the old numbers gave ~13. And they enter wide of the colour gang: best-of-9 lane sampling against the bibbed bodies, the same trick the batch uses. Narrowest clearance measured across 8 spawns was 0.91 m. They still converge on you afterwards — that is what they are for — this only decides where they walk in, so they stop screening the bodies you are trying to read. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -360,9 +360,14 @@ export const TUNE = {
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drillSpeed: 0.80, // m/s a bibbed body walks at the bottom of the ramp...
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drillSpeedMax: 1.9,// ...and at the top. Stamped per body AT SPAWN, so the ramp shows up as new
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// arrivals outpacing the ones already walking, not the court accelerating
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drillEaterEvery: 7.0, // s between unbibbed eaters at the bottom of the ramp...
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drillEaterMin: 2.2, // ...and at the top. THE difficulty dial now that the puzzle plays fair
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drillEaterMax: 4, // eaters allowed on court at once — past this the puzzle is unreadable
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// The eaters are RARE on purpose. At every 7 s / 2.2 s they were a second crowd rather than an
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// interruption, and the puzzle is the point of the mode — a threat you have to break off and deal
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// with only works if breaking off is occasional. They also enter wide of the colour gang
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// (spawnEater), because the one body out there that is neither the puzzle nor worth anything has
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// no business standing in front of the puzzle.
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drillEaterEvery: 12.0, // s between unbibbed eaters at the bottom of the ramp...
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drillEaterMin: 5.0, // ...and at the top. Still THE difficulty dial, just a slower one
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drillEaterMax: 3, // eaters allowed on court at once — past this the puzzle is unreadable
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drillEaterSpeed: 1.15,// they walk a touch faster than the batch: the batch is a list, this is a threat
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drillRampT: 210, // s to go from the bottom of every curve above to the top
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drillRingR: 0.62, // m — radius of the colour disc a bibbed body walks on. Big enough to read at
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